EFFECT = {}
Effects = {}
	
EFFECT.__index = EFFECT

AccessorFunc( EFFECT, "effectName", "Name", FORCE_STRING )
AccessorFunc( EFFECT, "effectID", "Effect ID", FORCE_NUMBER )
AccessorFunc( EFFECT, "effectDuration", "Effect Duration", FORCE_NUMBER )
AccessorFunc( EFFECT, "effectMaxStacks", "Effect Stacks", FORCE_NUMBER )
AccessorFunc( EFFECT, "effectMult", "Effect Multiplier", FORCE_NUMBER )
AccessorFunc( EFFECT, "effectAdd", "Effect Add", FORCE_NUMBER )

EFFECT_INVALID = -1

EFFECT.effectID = 0


print("Acquiring effects...")

local _R = debug.getregistry( )
	_R.Effect = EFFECT
local n, m

local curindex = 1


function EFFECT:Init(pl)
	
end
function EFFECT:Think(pl)
	
end

for n, m in ipairs( file.Find( "gamemodes/RPGDM/gamemode/effects/*.lua", "MOD" ) ) do
	
	print( "effects/" .. m)
	AddCSLuaFile( "effects/" .. m )
	include( "effects/" .. m)
		
	
	
	local EFFECT = table.Copy(_R.Effect)
	
	table.insert( Effects, EFFECT )
		curindex = curindex + 1
end

